Small Humanoid (Goblinoid), Chaotic Neutral
Armor Class 12 Natural armour
Hit Points 5 (2d6 - 2)
Speed 30 ft., Climb 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
9 (-1)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
Senses Blindsight 20 ft, Darkvision 80 ft., Passive Perception 8
Languages Terran
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Sunlight Sensitivity. While in sunlight, the cave Goblin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Nimble Climber.  Cave Goblins suffer no movement penalties while climbing up vertical surfaces. They may climb upside down at half speed. 

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Bite. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Following a bite from a cave Goblin, the bitten individual must make a DC10 CON save or become infected with Cave Canker

Description

Cave Goblins dwell in dark subterranean tunnels. Like their kin on the surface they have razor sharp teeth and an innate sense of cowardice, meaning they are only brave in large numbers. Life without sunlight has bleached their skin a pasty white and their eyes are solid black, while their teeth are external, growing from their hardened lips. 

Monster Tags: Goblinoid

Habitat: Underdark

NarcolepticWizard

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